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GitHub リポジトリ

Legends-Of-Heroes

Legends-Of-Heroes には FlameskyDexive から収集した 9 個の skills があり、リポジトリ単位の職業カバレッジとサイト内 skill 詳細ページを表示します。

収集済み skills
9
Stars
904
更新
2026-05-30
Forks
185
職業カバレッジ
1 件の職業カテゴリ · 100% 分類済み
リポジトリエクスプローラー

このリポジトリの skills

et-eui
ソフトウェア開発者

ET EUI client UI workflow for this project's cn.etetet.eui framework. Use when creating or modifying DlgXxx windows, ESxxx reusable sub-UI, ItemXxx loop items, AUIEvent handlers, WindowID registration, widget binding (E* via UIFindHelper), ShowWindow/Hide/Close flow, EUI root layers, or LoopScrollRect lists. Hand-authored 5-file pattern; there is NO code-gen menu here.

2026-05-30
et-excel
ソフトウェア開発者

ET Excel MCP workflow for reading, writing, styling, transforming, and inspecting xlsx data. Use when operating Excel cells, ranges, sheets, formulas, charts, merges, batch data import/export, or editing Luban source spreadsheets before export.

2026-05-30
et-luban
ソフトウェア開発者

ET Luban export workflow. Use when exporting generated C# config/data code, refreshing aggregated luban.conf, validating CodeMode outputs, or troubleshooting ET.ExcelExporter, LubanGen.ps1, table definitions, beans, enums, Defines, and Luban export failures.

2026-05-30
aibridge-batch-script
ソフトウェア開発者

AIBridge batch and multi command automation. Use when Codex needs to run multiple Unity Editor CLI operations together, write batch scripts, use multi --cmd or multi --stdin, handle call/delay/log/menu lines, avoid PowerShell quoting issues, or automate long/JSON-heavy AIBridgeCLI workflows.

2026-05-28
aibridge-code-index
ソフトウェア開発者

Optional read-only AIBridge Code Index semantic lookup for Unity projects. Use only when this Skill is installed and project rules or AIBridge settings say Code Index is enabled. Use for CLI-only symbol, definition, reference, implementation, derived-type, caller, and diagnostic queries. Do not use when Code Index is disabled; use rg, host file reads, and regular AIBridge commands instead.

2026-05-28
aibridge-development-workflow
ソフトウェア開発者

AIBridge/Unity 项目的标准开发工作流。Use when creating, modifying, fixing, refactoring, or validating C# code, Unity assets, prefabs, editor tools, package structure, tests, AGENTS.md, or local Skills. Preserves visible modes for Skills matching, requirement confirmation, analysis, implementation, and final checklist. Do not use for pure Q&A, simple search/display, or code explanation tasks with no file/code/asset changes.

2026-05-28
aibridge-prefab-patch
ソフトウェア開発者

Unity Prefab asset patch workflow for AIBridge. Use when modifying complex prefab assets with prefab patch operations, child or component creation, SerializedProperty writes, array edits, internal GameObject/component references, dry-run validation, or when deciding between prefab patch, inspector set_property, scene object commands, and direct Unity YAML fallback.

2026-05-28
aibridge
ソフトウェア開発者

Unity Editor and Player Runtime CLI integration for AIBridge. Use when Codex needs to compile Unity, inspect Console logs, search/read assets, manipulate GameObjects, Transforms, components, SerializedProperty values, scenes, screenshots/GIFs, connect to built Player runtime targets, simulate Play Mode runtime input, editor focus/menu items/game view, or look up AIBridgeCLI command syntax. For batch/multi scripts use aibridge-batch-script. For complex prefab asset edits use aibridge-prefab-patch. For unsupported direct Unity YAML serialized asset edits use unity-yaml-editing.

2026-05-28
unity-yaml-editing
ソフトウェア開発者

Unity YAML text serialization editing workflow. Use when Codex needs to directly inspect, modify, create, or repair Unity serialized YAML files such as .unity scenes, .prefab assets, .asset ScriptableObject/config files, .mat, .controller, or other text-serialized Unity assets, especially when AIBridge inspector/prefab/scene APIs do not support the requested Prefab, Scene, ScriptableObjectTable, or custom asset operation.

2026-05-28